Login

russian armor

Strafe from germans is ridiculous

26 Jun 2013, 14:45 PM
#1
avatar of Sarantini
Honorary Member Badge
Donator 22

Posts: 2181

I just played where my enemy used the strafe at the northern fuel on kholodny summer and it suppressed my retreated squads in my base! WTF is that for stuff?
why does that thing circle around for 50 seconds spotting and suppressing everything on the map. The plane goes to a much much larger area than shown when you deploy it.

What's wrong with coh1's strafe? that thing required prediction as well instead of this autoaim thing

/rant
26 Jun 2013, 14:48 PM
#2
avatar of Nullist

Posts: 2425

Permanently Banned
Base MGs could use a hardcoded AA function, but that would restrict Recon flights as well.
26 Jun 2013, 14:50 PM
#3
avatar of Inverse
Coder Red Badge

Posts: 1679 | Subs: 5

It's pretty silly, you're right, but it's also prohibitively expensive.
26 Jun 2013, 14:56 PM
#4
avatar of m3rc3n4ry

Posts: 53

vive la strafe :thumbsup:
26 Jun 2013, 15:00 PM
#5
avatar of Budwise
Admin Red  Badge
Donator 11

Posts: 2075 | Subs: 2

Contador would approve xD
26 Jun 2013, 15:02 PM
#6
avatar of Thrill
Donator 11

Posts: 300

lol Budwise - I was just typing this when your post appeared:
"TomiToma aka Contador - you can come back now, MVGame".
You beat mi to it. lol
28 Jun 2013, 05:22 AM
#7
avatar of UGBEAR

Posts: 954

They actually "buffed" the strafing run, it "ONLY" pin down your entire army instead of doing considerable amount of damage as now :guyokay:
28 Jun 2013, 05:27 AM
#8
avatar of heeroduo

Posts: 144

It's the best ability of germans :)
28 Jun 2013, 05:53 AM
#9
avatar of Basilone

Posts: 1944 | Subs: 2

It sometimes kills already pinned units and AT guns, and the cost is a non-issue in 2v2 when both players can get Opel trucks. Also when there is two in the air the Quad AA can't properly decide which one to shoot at so they just go uncontested even with the hard counter to them on the field. Some pretty sub par players locking down the entire map (even after squandering 4-5 expensive tanks) because repeated double strafe prevents you from advancing anywhere:

http://www.coh2.org/replays/4606/can-t-beat-the-cohexcuses

It either needs a duration decrease, a substantial patrol area decrease, or it needs to be a guaranteed shoot down when it flies directly over an AA halftrack.
28 Jun 2013, 14:02 PM
#10
avatar of Tristan44

Posts: 915

Its fine nubs stop crying. Shesh. I hope they buff it and it stays on the field for the entire rest of game giving us exact sov build orders, recon, pins units and then kills them, and lands and a special (Luftwaffe Special Air Corps Unit) is created that can snipe sov squads in 30 secs. It also has a new experimental model of the panzerfaust and it one hits those stupid KV-8s
28 Jun 2013, 14:45 PM
#11
avatar of S73v0

Posts: 522

The strafe shouldn't pin troops on retreat and kill like 2-3 guys. That's just stupid.
28 Jun 2013, 15:21 PM
#12
avatar of Qvazar

Posts: 881

IMO the Strafing Run should just keep strafing the initial target area, making it function as a good localized area denial tool; not as a map-wide pinning tool <444>_<444>
28 Jun 2013, 17:55 PM
#13
avatar of Sarantini
Honorary Member Badge
Donator 22

Posts: 2181

jump backJump back to quoted post26 Jun 2013, 14:50 PMInverse
It's pretty silly, you're right, but it's also prohibitively expensive.


For 120 munitions you don't have to worry about infantry for 1 minute. It's not that expensive.
28 Jun 2013, 20:31 PM
#14
avatar of shifty

Posts: 14

it only costs 120? mother of mercy, russians have useless spot air support for 200, these stukas strafe the whole map for 120? multiple times for 50 seconds?
28 Jun 2013, 20:49 PM
#15
avatar of Crells

Posts: 255

Not to mention it is in the doctrine with the trucks making muni's a lot easier to get.

German strafe pins kills huge area 120 munis. soviet strafe does not pin, does more damage, less area cover and costs 200 munis :P

The worst is the insta Pinning even on retreat, if it was just supression maybe it would not be so bad(for a 120 muni).
28 Jun 2013, 21:01 PM
#16
avatar of Deeptrance83

Posts: 29

I think the active time for the plane needs to be nerfed.
28 Jun 2013, 21:57 PM
#17
avatar of Sarantini
Honorary Member Badge
Donator 22

Posts: 2181

I think the plane should just stay inside the designated area that pops up when you deploy it. That way it turns it into a patrol unit to deny that area for infantry. Maybe raise it to 140
28 Jun 2013, 22:45 PM
#18
avatar of Crells

Posts: 255

it should be raised to 200 like most other plane call in's
29 Jun 2013, 06:26 AM
#19
avatar of Nullist

Posts: 2425

Permanently Banned
29 Jun 2013, 07:42 AM
#20
avatar of UGBEAR

Posts: 954

BTW, russian IL-2 will be shoot down by a turret mounted MG42(few burst)
while Stukas can only be shoot down by a quad (Soviet got turret mounted machine guns very very late)


By the way, the plane crashing is annoying, and it can actually do a lot of damage when crashing( Don;t know if it's intended)
1 user is browsing this thread: 1 guest

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

904 users are online: 904 guests
1 post in the last 24h
6 posts in the last week
34 posts in the last month
Registered members: 49187
Welcome our newest member, manclubgayote
Most online: 2043 users on 29 Oct 2023, 01:04 AM